From b8398108156848e2ec4d0028eafb597a19bd92ed Mon Sep 17 00:00:00 2001 From: ntr Date: Thu, 18 Apr 2019 17:15:58 +1000 Subject: [PATCH] get player state on back btn --- client/src/components/game.component.jsx | 8 +++++++- client/src/components/game.container.jsx | 6 ++++++ server/src/vbox.rs | 10 +++++----- 3 files changed, 18 insertions(+), 6 deletions(-) diff --git a/client/src/components/game.component.jsx b/client/src/components/game.component.jsx index 3a095f43..d9aaa8f4 100644 --- a/client/src/components/game.component.jsx +++ b/client/src/components/game.component.jsx @@ -18,6 +18,7 @@ function GamePanel(props) { setActiveSkill, setActiveCryp, selectSkillTarget, + sendPlayerState, activeCryp, account, showLog, @@ -47,11 +48,16 @@ function GamePanel(props) { ); } + function backClick() { + quit(); + return sendPlayerState(game.instance); + } + const header = (
diff --git a/client/src/components/game.container.jsx b/client/src/components/game.container.jsx index df28d24a..644e9554 100644 --- a/client/src/components/game.container.jsx +++ b/client/src/components/game.container.jsx @@ -23,6 +23,11 @@ const addState = connect( return false; } + function sendPlayerState(instanceId) { + if (!instanceId) return false; + return ws.sendPlayerState(instanceId); + } + // intercept self casting skills if (activeSkill && activeSkill.skill.self_targeting) { ws.sendGameSkill(game.id, activeSkill.crypId, null, activeSkill.skill.skill); @@ -36,6 +41,7 @@ const addState = connect( activeSkill, activeCryp, selectSkillTarget, + sendPlayerState, }; }, diff --git a/server/src/vbox.rs b/server/src/vbox.rs index 20c6de72..3d605d3b 100644 --- a/server/src/vbox.rs +++ b/server/src/vbox.rs @@ -349,7 +349,7 @@ fn get_combos() -> Vec { Combo { units: vec![Var::Block, Var::Green, Var::Green], var: Var::Reflect }, Combo { units: vec![Var::Block, Var::Blue, Var::Blue], var: Var::Corrupt }, Combo { units: vec![Var::Block, Var::Red, Var::Green], var: Var::Taunt }, - Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Life }, + Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Life }, Combo { units: vec![Var::Block, Var::Red, Var::Blue], var: Var::Recharge }, Combo { units: vec![Var::Stun, Var::Red, Var::Red], var: Var::Strangle }, @@ -364,7 +364,7 @@ fn get_combos() -> Vec { Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast }, Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Purify }, Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Decay }, - Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast }, // AAAAAAAAAAAAAAAAAA + Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast }, // AAAAAAAAAAAAAAAAAA Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI }, Combo { units: vec![Var::Damage, Var::Green, Var::Green], var: Var::GreenDamageI }, @@ -373,9 +373,9 @@ fn get_combos() -> Vec { Combo { units: vec![Var::Damage, Var::Green, Var::Blue], var: Var::GBDI }, Combo { units: vec![Var::Damage, Var::Red, Var::Blue], var: Var::RBDI }, - Combo { units: vec![Var::Life, Var::Red, Var::Red], var: Var::RedLifeI }, - Combo { units: vec![Var::Life, Var::Green, Var::Green], var: Var::GreenLifeI }, - Combo { units: vec![Var::Life, Var::Blue, Var::Blue], var: Var::BlueLifeI }, + Combo { units: vec![Var::Life, Var::Red, Var::Red], var: Var::RedLifeI }, + Combo { units: vec![Var::Life, Var::Green, Var::Green], var: Var::GreenLifeI }, + Combo { units: vec![Var::Life, Var::Blue, Var::Blue], var: Var::BlueLifeI }, Combo { units: vec![Var::Life, Var::Red, Var::Green], var: Var::GRLI }, Combo { units: vec![Var::Life, Var::Green, Var::Blue], var: Var::GBLI }, Combo { units: vec![Var::Life, Var::Red, Var::Blue], var: Var::RBLI },